Pivot Manager

Hello unity community,
I’m currently trying to create my first unity extension asset the pivot manager.
This manager allows to create pivot points (and set their default rotations) for a game object and then switch between them while the game is running. When pivots switch game objects mesh is changed to have that pivot.
Also working on a export mode that will change the pivot point permanently.
There is often a need for this when working with turrets and you want to be able to manipulate it with its default pivot(for scaling etc) but you want to be able to rotate it without calculating its position and rotation (rotate it just by using local rotation).

I got the switch pivot points to work. See demo.

Still need to make colliders to change along with mesh and finish the mode with the export functions.
Any suggestions for additional functionalities that i should add, and would you find this editor usefull?
Also should i support skinned meshes or it is too complicated and pointless since rotations are common for simple game objects?
Pivots and defualt rotations are edited using gizmos and properties.

Is it possible to use those pivot points while animating? The idea sounds pretty cool.

@Sykoo
Using keyframe animation yes but there is only the issue of scaling if you change the pivot point while scaling it will scale relalative to that pivot point. Could work if you switch to default let the scaling finish than switch back.
But for skinned animation it wont work because i also need to implement changes to the bones.

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Very interesting!